About
35
Publications
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237
Citations
Introduction
Ilya Osipov (Иля Осипов, born January 6, 1975)
An inventor & entrepreneur with 21 years experience in web-based and mobile applications. Expert in gamification, HCI, and TUI.
I participated in various projects as a founder, investor, mentor and manager.
orcid.org/0000-0002-8017-8153
publons.com/a/493547/
Additional affiliations
May 2013 - September 2015
![Independent Researcher](https://c5.rgstatic.net/m/44008539103780/images/template/default/university/university_default_m.jpg)
Independent Researcher
Position
- CEO
January 2013 - May 2016
Education
September 1993 - May 1998
Publications
Publications (35)
The paper describes gamification, virality and retention in the freemium
educational online platform with 40,000 users as an example. Relationships
between virality and retention parameters as measurable metrics are calculated
and discussed using real examples. Virality and monetization can be both
competing and complementary mechanisms for the sys...
The author presents a new electronic-mechatronic device, which belongs to the author, to
the category of "mixed reality", and at the same time is the Tangible User Interface.
Describes the interface and mechanics of the new device. The method of classification is
proposed. Each component of the device, being an electronic element, is at the same
ti...
Tangible user interface (TUI) на русский язык можно перевести как «материальный» или «ощутимый» интерфейс пользователя. В насто-ящей статье делается обзор современных технических средств, использу-емых при построении материальных пользовательских интерфейсов. Обзор нацелен на определение возможностей использования TUI как расширение чловеко-компьют...
We have developed and are presenting here a novel WOWCube device, which combines properties of a puzzle and a computer video game and is a so-called “transreality puzzle”. The main purpose of the device is to integrate the physical representation and the virtual gaming environment in a common gaming process based on the principles underlying the de...
We consider some functions used in modern gadgets, in particular, the split screen, and the possibilities to employ gyroscope and accelerometer using an example of a customized gaming device, Wowcube. This device is a smart toy with tangible interface and is an analogue of a portable console with its potential going beyond launching applications on...
We’ve just received the official recognition from Edison Awards 2020.
We have Silver Awards in consumer innovations!
Combining puzzles and video games with the principles underlying the development of tangible interfaces reveals a wide range of new possibilities greeting users of such devices, in the context of both the gaming potential per se, and useful entertainment. They are fit to be used by children, adults, and seniors, and develop speculative powers and t...
We describe the software development framework for the newly developed transreality gaming device called WOWCube, which is a mechatronic game console consisting of eight identical section equipped with individual computation and communication tools that integrate the sections in a common logical device. The main means of controlling the console, by...
In this article, the authors review puzzles and construction sets falling under the category of
augmented reality games and, at the same time, serving as the elements of TUI interfaces. The review does
not include games based on jigsaw puzzles (dissection puzzles, where the player has to put together a set of
fragments of variously shaped images)....
The study raises the issue of the need to verify the adequacy of the skills forming the educational
program to the current realities. The initial data consists of a sample of 20 skills divided into 5 groups.
The common methods of evaluating study programs are considered and the presence of a human factor is
noted. The authors proposed to evaluate t...
The author proposes to establish a separate class of electronic mechanical puzzles being the object of “mixed reality”, presents a self-engineered example of such a device, and reviews similar devices produced by other developers. Close relationships of such devices with tangible user interfaces are described. A Cubios device is presented as an ill...
The author considers a class of mechatronic puzzles falling in the mixed-reality category, present examples of such devices, and propose a way to categorize them. Close relationships of such devices with the Tangible User Interface are described. The device designed by the author as an illustration of a mixed reality puzzle is presented.
TMA170053519 Дата поступления Входящий № Регистрационный № Исходящий № ДАТА ПОСТУПЛЕНИЯ оригиналов документов заявки ДАТА НЕ ПРИСВОЕНА (21) РЕГИСТРАЦИОННЫЙ № РЕГ.НОМЕР НЕ ПРИСВОЕН ВХОДЯЩИЙ № ВХ.НОМЕР НЕ ПРИСВОЕН (85) ДАТА ПЕРЕВОДА международной заявки на национальную фазу (86) (регистрационный номер международной заявки и дата международной подачи...
Communications serve as the environment for integrating project participants, transforming them from individual office players into the cohesive project team. From the perspective of project management practitioners, communications and relations between project participants turn into essential
project success factors. Taken together, formal and inf...
The paper introduces Teacher Interactive Electronic Continuous Professional Development (TIE-CPD),
an online interactive training system. The framework and methodology of TIE-CPD are designed
with functionalities comparable with existing e-training systems. The system design and development
literature offers several methodology and framework exampl...
The paper describes experiments to attract active online system users to the
partner program. The objective is to grow the number of users by involving
existing system users in viral mechanics. Several examples of user motivation
are given, along with the specific interface implementations and viral
mechanics. Viral K-factor was used as the metrics...
Traditional performance monitoring techniques in project management are based on classical measures – costs, schedule and scope ofwork. But focusing our view on these indices and their derivatives we can overlook one ofthe most important elements of project management – project participants. Degrees of their coordination, cohesion and collaboration...
The paper describes a novel social network-based open educational resource for practicing foreign languages with native speakers, based on the predefined teaching materials. This virtual learning platform, called i2istudy, eliminates misunderstanding by providing prepared and predefined scenarios, enabling the participants to understand each other...
Traditional performance monitoring techniques in project management are based on classical measures-costs, schedule and scope of work. But focusing our view on these indices and their derivatives we can overlook one of the most important elements of project management-project participants. Degrees of their coordination, cohesion and collaboration d...
Background: The paper describes an online e-learning web-based application for
practicing foreign language skills with native speakers. Educational materials are a part
of the application, along with the live audio–video feed between the participants.
Findings: The proposed technology is designed to supplement traditional methods
of studying spoken...
The chapter describes the results of an experiment in building an online platform for learning foreign languages that allows people to teach their native language without being professional instructors. This platform allows audio and video connections between the participants and includes an interface with pre-defined interactive lessons. The conte...
The paper describes user behavior as a result of introducing monetization in
the freemium educational online platform. Monetization resulted in alternative
system growth mechanisms causing viral increase in the number of users. System
metrics in terms of the $K$-factor was utilized as an indicator of the system
user base growth. The weekly $K$-fact...
The paper describes a novel social network-based open educational resource
for learning foreign languages in real time from native speakers, based on the
predefined teaching materials. This virtual learning platform, named i2istudy,
eliminates misunderstanding by providing prepared and predefined scenarios,
enabling the participants to understand e...
The paper describes an online e-learning web-based application for practicing foreign language skills with native speakers.
Online distance e-learning systems allow introducing innovative methods in pedagogy, along with studying their effectiveness. Assessing the system effectiveness is based on analyzing the log files to track the studying time, the number of connections, and earned game bonus points. This study is based on an example of the online application for prac...
The paper describes user behavior as a result of introducing monetization in
the freemium educational online platform. Monetization resulted in alternative
system growth mechanisms, causing viral increase in the number of users. Given
different options, users choose the most advantageous and simple ones for them.
System metrics in terms of the K-fa...
The paper describes creation and development of the educational online
communication platform for teaching and learning foreign languages. The system
is based on the time bank principle, allowing users to teach others their
native tongue along with taking foreign language lessons. The system is based
on the WebRTC technology, allowing users to acce...
SaaS-решения, software, web-приложения переходят на экономическую модель фримиум. Эта модель имеет множество особен-ностей. В статье исследована статистика поведения пользователей на примере образовательной коллаборационной платформы, рассматрива-ются взаимосвязи между ключевыми параметрами этой модели: показа-телями виральности, ретеншна, монетиза...
If the growth coefficient (F-Growth) is less than 1, the product cannot grow and loses its user base with all that it implies for the project.
On the other hand, if one achieves the value of the growth coefficient exceeding 1, the product starts growing exponentially. This is the absolute target, when the product team achieves non-paid user base g...
Users may form learning groups in real time on-line by choosing among pre-defined
participant roles in a group, e.g. “a teacher” or a “student”, reviewing the list of available
participants, sending invitations, reviewing pending invitations with role descriptions, and
415 accepting the invitations. Learning groups may be formed by two or more part...
I V Osipov, an entrepreneur (NN.ru, Numbuster, i2istudy, bankrot.pro, FedSP.com) wrote an article for the Growth Hacks column and described the interface experiment aimed at engaging new users using a partnership program. We launched a partnership program for our project, which works at the intersection of communication and education, so that the e...
Questions
Questions (8)
Has anyone used a cheap commercially available brain computer interface, such as "NeuroSky MindWave", or "Muse: The Brain Sensing Headband" in the learning process, in gamification? Are works on this topic known?
Who knows projects, or review papers on the topic, TUI - Tangible Interaction & Interface? Interested in everything that is done outside the MIT (all of their projects on the subject there is: //tangible.media.mit.edu/projects/), would like to find someone else deals with this topic.
Look for my article. If you want to answer questions.
I mean testing of students with "BCI" such MindVave during training sessions and data collection?